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MobileGL/MobileGL/MG_Benchmark/Program/ProgramBench.cpp
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// MobileGL - MobileGL/MG_Benchmark/Program/ProgramBench.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include <cstring>
#include <benchmark/benchmark.h>
#include "Init.h"
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
// Shader source code for benchmarking
const char* vsSrc = R"(#version 460
layout (location = 0) in vec4 Position;
in float fIn4;
in float fIn2;
in float fIn5;
in float fIn6;
in float fIn1;
in float fIn3;
layout(location = 0) uniform mat4 ProjMat;
layout(location = 10) uniform mat3 TestMat3;
layout(location = 20) uniform mat2 TestMat2;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
// Use TestMat2 and TestMat3 to prevent optimization
vec2 dummy2 = TestMat2[0];
vec3 dummy3 = TestMat3[0];
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
texCoord = Position.xy / OutSize;
})";
const char* fsSrc = R"(#version 460
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
layout(location = 1) uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix0;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
layout(location = 6) uniform float Saturation;
uniform int AQuickFoxJumpsOverALazyDog;
uniform int intVal;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix0);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, float(intVal));
})";
static void BM_CompileVertexShader(benchmark::State& state) {
SizeT vsLen = strlen(vsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Cleanup
DeleteShader(vs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
}
BENCHMARK(BM_CompileVertexShader)->Unit(benchmark::kMillisecond);
static void BM_CompileFragmentShader(benchmark::State& state) {
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
}
BENCHMARK(BM_CompileFragmentShader)->Unit(benchmark::kMillisecond);
static void BM_CompileBothShaders(benchmark::State& state) {
SizeT vsLen = strlen(vsSrc);
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
}
BENCHMARK(BM_CompileBothShaders)->Unit(benchmark::kMillisecond);
static void BM_LinkProgram(benchmark::State& state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
for (auto _ : state) {
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
DeleteProgram(program);
}
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
// Set the counter for Compiles/Second
state.counters["Links/Second"] = state.iterations();
}
BENCHMARK(BM_LinkProgram)->Unit(benchmark::kMillisecond);
static void BM_CompileAndLink(benchmark::State& state) {
SizeT vsLen = strlen(vsSrc);
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
DeleteProgram(program);
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
state.counters["Links/Second"] = state.iterations();
}
BENCHMARK(BM_CompileAndLink)->Unit(benchmark::kMillisecond);
int main(int argc, char** argv) {
MG_Initialize();
benchmark ::MaybeReenterWithoutASLR(argc, argv);
char arg0_default[] = "benchmark";
char* args_default = reinterpret_cast<char*>(arg0_default);
if (!argv) {
argc = 1;
argv = &args_default;
}
::benchmark ::Initialize(&argc, argv);
if (::benchmark ::ReportUnrecognizedArguments(argc, argv)) return 1;
::benchmark ::RunSpecifiedBenchmarks();
::benchmark ::Shutdown();
return 0;
}